#version 330
layout (location=0) in vec3 position;
layout (location=1) in vec2 texCoord;
layout (location=2) in vec3 normal;
uniform mat4 projectMatrix;
uniform mat4 modelViewMatrix;
out vec2 v_texCoord;
void main()
{
    gl_Position = projectMatrix * modelViewMatrix * vec4(position, 1.0);
    v_texCoord = texCoord;
}
